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http://dx.doi.org/10.7583/JKGS.2018.18.2.47

A study on self-expression attitude and fandom phenomenon of avatar customizing  

Son, Jun-Gi (School Games, Hongik University)
Paik, Paul Chul-Ho (School Games, Hongik University)
Abstract
MMORPG started from text-based MUD in the early '80s and had developed a lot of technology to the present. As these technologies evolve, so far, the game has changed in the game centred on male enthusiasts, and the use of players with various tendencies is increasing. As a result, a new phenomenon in the MMORPG virtual space has created. In this paper, MMORPG users are divided into five factors by using Q methodology and studied play about fandom phenomenon. Through this, the player showed the self-expression phenomenon according to the level, and the characteristic that develops from the enjoyment of the gameplay itself to the fandom phenomenon further developed.
Keywords
Customization; Avatar; Fandom;
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  • Reference
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